A Clip From My Second Devlog... You Should Watch It :>

a clip from my second devlog... you should watch it :>

More Posts from Alkaliii and Others

11 months ago

Objective UI and Quest System

Mostly backend. As usual, it's a pretty jank system but it works. No quest markers atm but I've been considering them. I also want to look into optional objectives. This is the first time I've seriously considered how quest systems work and it's quite interesting. I need to find more references to study haha.


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7 months ago

I've been loving seeing your dev updates! I'm really excited to buy it when it comes out. I'm also up to playtest if you want a playtester.

Thanks! I'd love to have more playtesters. If you're interested I have a channel on my discord server dedicated to it, although I need to update the build again haha. Right now, I have a tutorial area and a quarter of a dungeon available to go through but I hope to add another wip dungeon and some other small things before November (hopefully) and see if my testers find anything I should address.

I've Been Loving Seeing Your Dev Updates! I'm Really Excited To Buy It When It Comes Out. I'm Also Up

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2 years ago

April 2, 2022

Lotta rain, try to avoid getting shocked if you get soaked.#indiegame #GodotEngine #screenshotsaturday #RPG pic.twitter.com/DJUWensTQH

— Ali A (@Alkaliii_) April 2, 2022

sorry about this, uh ill edit it later after I compress the gif. just pretend the twitter wrapper isn't there and it doesn't get worse every time the owner tweets


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5 months ago

Personalization

I dream of adding alternate character skins and whatnot, but that's a lot of work and I should focus on other things. So for now all you can change is the X-ray color.


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5 months ago

Procedural Cyclic Slash

Get the code for this shader here -> https://godotshaders.com/shader/procedural-cyclic-slash/

This is a really jank shader, but it looks pretty nice when the values are just right. So that's what this post is for! I'll help you with understanding the uniforms and value setup and leave some general tips so you can experiment easily on your own.

Quick Setup

Here is a quick rundown on how to get something similar to the video above:

Create a MeshInstance3D node and set the mesh to QuadMesh

Apply the shader as a Material Override (GeometryInstance3D -> Geometry)

Set these values:

Animation.Derive_Progress = -1 Animation.Time_Scale = 0.25 Shape.Rotate_All = 285 Shape.Noise = - New NoiseTexture2D - - Width = 512 - - Height = 128 - - Seamless = True - - Noise = - - - New FastNoiseLite - - - - Noise_Type = Cellular - - - - Fractal.Gain = 4 - - - - Cellular.Distance_Function = Manhattan Shape.Width_Gradient_Mask = - New GradientTexture1D - - Gradient = - - - New Gradient - - - - Offsets: 0.2, 0.5, 0.52 - - - - Colors: #FFFFFF, #000000, #FFFFFF Shape.Length_Gradient_Mask = - New GradientTexture1D - - Gradient = - - - New Gradient - - - - Offsets: 0.25, 0.4, 0.6, 0.65, 0.7 - - - - Colors: #FFFFFF, #7F7F7F, #000000, #7F7F7F, #FFFFFF Shape.Highlight = - New GradientTexture1D - - Gradient = - - - New Gradient - - - - Offsets: 0.5, 0.52, 0.54 - - - - Colors: #000000, #FFFFFF, #000000 Coloring.Color_Lookup = - New GradientTexture1D - - Gradient = - - - New Gradient - - - - Offsets: 0.0, 0.1, 0.2 - - - - Colors: #BF40BF, #008080, #ADD8E6

Overview

This shader works by taking a noise texture and wrapping it around the center point of UV1. The curved noise texture is then masked twice to set its width and "length" and an additional texture is applied to add a highlight effect. The shader uses values of gray, a lookup texture, and UV.x to apply colours. Lastly, motion is created by shifting the UV sample of the original noise texture and running the combined grayscale texture through a smooth step function to determine its alpha. This is a text-based shader written in Godot's Shading Language. Sorry, I can't help you implement it in Unity or some other engine or software. --

Animation Uniforms

The Progress uniform sets what point in time the shader is in. This only works when the Derive Progress uniform is set to (0). You can pretty much use the progress uniform to scrub through the shader's animation. If you set the progress value in code or through an animation player, you can control the animation as you like. Derive Progress changes what drives the shader's animation. If set to (-1), TIME will progress the animation. If it animates too quickly, you can use Time Scale to speed it up or slow it down. If set to (1) the particle LIFETIME will progress the animation. This is useful if you plan to set this shader as the material of a particle in a GPUParticles3D or CPUParticles3D. Ease Progress gives you a bit of control over how the shader's animation progresses if you are driving it with TIME or LIFETIME. When set to (0) no easing will occur. (-1) Will ease in exponentially and (1) Will ease out exponentially, but if you have the chops you can tweak this by changing the functions in the shader code. Time Scale alters the speed of the animation when Derive Progress is set to (-1). Anim Rot Amt controls how much the shader rotates as it animates. Set it to (0) if you want the effect to remain in the same place instead of rotating around the center of UV1. This value is put through an easing function, so it doesn't adjust linearly. I personally, wouldn't try setting this to anything other than (0) or (1). --

Shape Uniforms

Zoom controls the size of the effect on the quad. The value is interpreted inversely, so setting a larger value will make it smaller. The effect will repeat if you set this value above (1). Rotate All lets you rotate the effect on the quad. Use degrees. Base Noise generates the main shape for this effect. You can use any type of noise and I encourage you to experiment. Just make sure it's seamless so you don't get any odd artifacts. By setting the noise to be wider than it is tall, you can stretch out the shapes it makes which I think better resembles a slash. Decreasing the dimensions of the noise can lead to bigger streak blobs and softer-looking shapes depending on the noise used. I'd look into this if you want a more stylized/cartoon-looking effect.

Procedural Cyclic Slash

Width Gradient Mask masks the Base Noise in a way that controls the width of the final effect. Like Base Noise this will be wrapped around the center point of UV1 so I suggest using a GradientTexture1D. You can do some cool things here if you're willing to experiment (and possibly alter the code) just make sure this is set to a grayscale image. The way I wrote the math dictates that darker colours will be kept and light colours will clip, so use white to control what to cut out and black to control what to keep. A gradient that transitions from white to black back to white is a good place to start.

Procedural Cyclic Slash

Length Gradient Mask masks the Base Noise in a way that controls the "length" of the final effect. This also controls how it animates sorta. I can't really explain it, but how this overlays the noise will alter how the smooth step function works... I think. White denotes the edges and Black the center. If you use a gradient here, moving the white values closer to the center can help with shaping. I also suggest using gray so you can better shape the length of the effect.

Procedural Cyclic Slash

Highlight is overlayed on the effect. like everything else, it is wrapped around the center point of UV1. A thin white stripe works best. Unlike the other textures this one is played straight, so black won't appear and white will. Moving the white stripe closer to the right edge of the gradient will move the highlight effect to the outside of the slash, left will move it inside. I like to set it so it's a bit closer to the right so it appears on the outer edge. If you don't want a highlight at all leave this uniform empty. --

Coloring Uniforms

Emission Strength controls how much it glows. If it doesn't glow in the editor, add a world environment node and enable glow, you will also need this in your game scenes fyi. Mix Strength controls how much the Color Lookup is applied to the effect. If Color Lookup is applied, decreasing this value will give a darker appearance. At (0), the effect (excluding the highlight) will appear black. You can add extra glow by increasing this above (1).

Procedural Cyclic Slash

Color Lookup is used to color the effect. I think I screwed up the math, so just ensure the colors you want the shader to sample from are close to the left side of what you set here. Three colors is pretty nice, I like to put darker colors closer to the left side and lighter ones to the right. --

Final Notes

Sorry for this lengthy post. I've had issues before where a shader I found on GodotShaders was a bit obtuse and I didn't want others to run into that with this one. I've spent quite some time trying to figure this out but I still feel this is a pretty meh effect. I think I need to look into how people animate shaders using a static image and clipping/stepping/smooth stepping it. If you have any good resources for shaders I'd be interested to hear about them. I'd prefer not to get any articles about visual or node-based shaders since I keep fumbling how to convert some nodes into functions or what sorta math is going on, but at this rate, I'll take whatever I can get lol. Hopefully, this shader saves you some time or teaches you something new! If you have any questions (and I can answer them) don't hesitate to ask. However, I'd prefer if you contacted me on Discord. I'm in Godot Café, Godot Engine, and the Godot Effects and Shaders discord servers as (@)Aiwi.


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2 years ago

April 6, 2022

April 6, 2022
April 6, 2022

isometric perspective was a mistake, it took me a year to draw a nice chest, don't question why they look slightly different. I'm not going to change the game's field map perspective though since iso is hot.


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1 month ago

Explosives Cont.

Physics objects are really fun to play with! Another reason you should just make a 3D game with an isometric perspective instead of a pure 2D one. Not to say you couldn't do this in pure 2D...

Anyway, I guess this means I need to come up with a reason you'd find a ton of crates lying around. Maybe a warehouse level... and a quest to find a needle in a crate stack...?

⚠️TRADE OFFER ⚠️ i receive: a wishlist -> https://store.steampowered.com/app/3163190 you receive: an email on release!


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1 year ago

New Csprites

I know art is iterative but damn.

New Csprites
New Csprites
New Csprites
New Csprites

I'm way happier with these tho... sadly animating them might be out of my skill set haha. I might figure it out one day


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1 year ago

Pause Menu Implementation

Pause Menu Implementation

I decided to stop tweaking the look and actually start putting it into the game. Exporting assets is a lot of work so I just kinda put placeholders in...


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1 year ago

Snow

Proof of concept, not sure if it will have any mechanical functions beyond maybe decreasing movement and jump speed and removing the ability to dash. I really need to get on making assets for snowy areas... I need to make more assets in general actually. Thank you to the super genius who posted this shader on godotshaders.com. This is practically witchcraft to me.


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alkaliii - pearlessential
pearlessential

A blog for a game about a rather peculiar exam. Made in Godot Engine!

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